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⚙️Map update with XXX mass stuff (Reupload)⚙️ ❤️From game by Fatal Fire Studios🔞 ❤️ (Sorry for problems (password:CB)) Special thanks for Patreon subscribers in helping map development)) ⬇️Link: ▶️#fapnightsatfrennis #blender◀️

86,834 просмотров • 2 лет назад •via X (Twitter)

Комментарии: 7

Фото профиля Opsilu Art
Opsilu Art2 лет назад

@FatalFire7 Ta cool la musica pero no me esperaba esas roboticas :"/

Фото профиля Musicaldead
Musicaldead2 лет назад

@FatalFire7 That looks extraordinary he he wonderful work he he

Фото профиля 🔞CB Creative Studio (Commissions Open)🔞
🔞CB Creative Studio (Commissions Open)🔞2 лет назад

@FatalFire7 Only blender at this time

Фото профиля ALKAWzbc
ALKAWzbc2 лет назад

@FatalFire7 Дай!

Фото профиля 🔞ButterMilk🥛🔞
🔞ButterMilk🥛🔞2 лет назад

@FatalFire7 Whoaaaaaaa

Фото профиля oohwhopvr
oohwhopvr2 лет назад

@FatalFire7 Love it alot

Фото профиля Zerpy🔞 (The eldritch/demonic bunny)
Zerpy🔞 (The eldritch/demonic bunny)2 лет назад

@MeloZadack @FatalFire7 love the music

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No Rest for the Wicked

73,244 просмотров • 1 год назад

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VeryBadSCAV

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Onmi®

33,890 просмотров • 1 год назад

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Amy Mek

176,325 просмотров • 3 месяцев назад

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Zain Manji

15,716 просмотров • 1 год назад

Marathon | Ultimate Overview, Gameplay, Hands-On Impressions ▪️Team based extraction shooter set on Tau Ceti IV, scavenge remains of a lost colony for glory and fortune ▪️Launch: Coming to PS5, Xbox and PC on September 23 ▪️Will be a "premium" product, meaning not F2P ▪️"Weapons and movement feels crisp, fluid, and incredibly satisfying in that rarified way that few studios can achieve" ▪️3 maps, 6 runner classes at launch, more to follow post-launch ▪️Plans to support the game with new maps, weapons, characters, and more as it goes on ▪️Ranked play, end game challenges, seasonal storytelling, secrets to discover, community events all in Season One with more content coming ▪️You play as a "runner", cybernetic mercenary who's given up their human form for a bio-synthetic shell with unique abilities and stats ▪️Runner Types: "Locus" is a soldier class for pushing forward, can use a shield, "Void" is stealth, sneak by undetected, use smoke grenades, "Blackbird" is reconnaissance based, find players, positioning, and more ▪️Uncover secrets hidden in the wake of the original Marathon trilogy's events - how and where this overlaps or clashes with the original games "is a story that will unfold over time" ▪️Objective is to get in, get as much loot as you can, and get out alive ▪️If you die, your gear and loot will be up for grabs. Survive and you can take your gear with you on future runs as you grow in power and fill your vault ▪️Fight in a crew of up to 3 players, various map sizes up to 18 players ▪️PvP + PvE, battle other players, security forces, and "otherworldly threats" ▪️Contextual pings, shared objectives, down-but-not-out mechanics ▪️Environments are filled with weapons, materials, items, resources, cores, keys, backpacks, secrets etc to find You can find things like backpacks that expand your inventory, powerful and unique weapons, consumables to heal yourself, ▪️Select your runner, strategically build your loadouts pre-match ▪️Factions in the game can sponsor you and your loadout ▪️You have the freedom to opt out of crew fill and take all the glory for yourself as a solo runner ▪️"This is probably the best-looking, best-feeling extraction shooter ever made", not easy for newcomers to the genre, can be tough to get into, but one previewer was "reluctant to put Marathon down. 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That white-knuckle countdown may become a gut-punch defeat, an unforgettable clutch, a desperate last-second dive into the portal as your downed allies watch in envy and horror (couldn't be me), or an unnerving anticlimax. It's not always a pleasant one, but it is a strong emotional hook" ▪️Some previewers worried about variety, weren't impressed with the objectives in the alpha, like hunting computer monitors on the map, sprinting over, marking dropships, sprinting over, and repeating, though random events help spice things up ▪️Not a 20-map game says Bungie, map design "does have that sticky battle royale quality of generating memories", though still worried 3-4 medium sized maps might not be enough ▪️Bungie's "verbiage" on updates sounds like possibly 1 new map a year + refreshing existing ones in between, which could work in its favor pushing players to really learn maps, but will they hold up over hundreds of hours? ▪️Fights are decided by gun skill, clever ability use, map awareness, how strong your shield is, how many healing supplies you have, etc ▪️Example: If you have one bar of shield and enemy has four, you'll lose 1v1, but change it up with powerful grenades, status effects like toxic or overheat, backpacks are "transformative", etc Gameplay Trailer ▶️ Gameplay Overview ▶️ PS Blog ➡️ IGN ➡️ GamesRadar ➡️ ▶️

Shinobi602

181,424 просмотров • 1 год назад

.Judicial Watch ⚖️ just extracted Jan 6 info that Pelosi had been hiding (with the help of McCarthy!)...Thanks to Judicial Watch ⚖️, federal court ordered US Capitol Police to describe emails they continue to withhold from the public. Of course, Speaker Mike Johnson can have these emails and the Jan 6 videos released to to the American people. These hidden emails include “situational security update” emails that show warnings of possible January 6 protests that could lead to serious disruptions at the U.S. Capitol: a. A January 3, 2021 email, with attachment, from the USCP Deputy Chief to a Board member and others at USCP and in Congress providing a detailed “special event assessment” of anticipated protest activity in advance of the January 6, 2021 Joint Session of Congress. The attached document is marked on each page “For Official Use Only/Law Enforcement Sensitive.” b. A January 5, 2021 email, with map attachment, from the USCP Chief to two Board members detailing a proposed “bike rack” security perimeter for January 6, 2021, and proposing further discussion. c. A January 5, 2021 email, with map attachment, from the USCP Chief to two Board members detailing a proposed security perimeter for January 6, 2021. d. A January 5, 2021 email, with social media post and map attachments, from the USCP Deputy Chief to a Board member and others at USCP and in Congress reporting “a significant uptick in new visitors” to a “historical website” containing information on Capitol system tunnels. The Deputy Chief describes proposed attempts by unauthorized individuals to block members of Congress from entering the Capitol building, through tunnels or otherwise. e. A January 5, 2021 email from the USCP Deputy Chief to a Board member and others at USCP and in Congress alerting them to an online website soliciting information on high-level government officials and their expected whereabouts on January 6, 2021, and linking to the website’s article entitled Why the Second American Revolution Starts Jan 6. f. A January 6, 2021 email from the USCP Chief to Board members and others at USCP and in Congress relaying that the President had completed a speech at the Ellipse and that a large group was preparing to approach the Capitol. g. A January 6, 2021 email thread between the USCP Chief, two Board members, and congressional staffers responding to questions on the status of evacuations and relocations of certain buildings on the Capitol Grounds on January 6, 2021, and relaying information on crowds gathering near the Washington Monument and on Capitol Grounds on January 6, 2021. h. A series of four January 6, 2021 emails from the USCP Deputy Chief to a Board member and others at the USCP and in Congress providing four updates throughout the course of January 6, 2021. These updates contain intelligence assessments, information on arrests, coordination with other law enforcement agencies, crowd estimates, scheduling of high-level government officials, threat and incident reports, medical responses, and officer deployment status. i. A January 7, 2021 email, with photo attachment, from the USCP Deputy Chief to Board member and others in Congress providing an update on the arrest and subsequent charging of an armed individual found in a “suspicious vehicle” on January 6, 2021.

Tom Fitton

1,761,458 просмотров • 2 лет назад

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HEATH WAVERS OFFICIAL

14,496 просмотров • 1 месяц назад

🚨MUST WATCH: Detailed Visual Timeline Of Charlie Kirk Assassin's ROUTE How Did He Walk In, Shoot, Jump From The Roof & Vanished Unseen!💨 Former UVU student just dropped the most detailed visual map/timeline yet of the Charlie Kirk assassin's movements on the day Charlie was assassinated. Frame by frame, street by street, this breakdown tracks the suspect from parking his car north of campus... through pedestrian tunnels... across grassy lots... up an shockingly accessible rooftop... to the fatal shot at 12:23 PM... then the frantic escape: jumping from the roof, ditching the limp (rifle gone?), vanishing into wooded areas, and disappearing. Key revelations: 🔷Roof access is embarrassingly easy—step over a railing, no security. 🔷Three possible wooded drop spots for the rifle (wrapped in towel?). 🔷Doorbell cams, TMZ footage, FBI stills all mapped precisely. 🔷Suspect returns full circle to his car—no immediate arrest despite campus lockdown. How did a lone 22-year-old with a visible limp (rifle in pants?) navigate a busy university unseen, fire from 200 yards, escape on foot, and vanish? This timeline raises massive questions about security failures, surveillance gaps, and whether the "lone wolf" story holds water. Watch this before it's taken down—the visuals make the official narrative look impossible. We owe Charlie real answers, not rushed conclusions. Drop a 🗺️ if this timeline changed anything for you. Video courtesy of: Chuck Keeler on YT -Go Subscribe and watch his full video where he also has a never before seen witness interview from that tragic day. I'll drop the link to the FULL video in the comments. Share far and wide—truth demands daylight. Don't believe the Fed-Slop 🔥🇺🇸

Project Constitution

101,606 просмотров • 7 месяцев назад

Summary of Kurogames Recruit Interview Translated by Xu I. Introduction to Types of Planning 1. Combat Planner: Responsible for character skills and combat system design. 2. Narrative Planner: Responsible for writing the storyline, worldbuilding, character backstories, etc. 3. System Planner: Responsible for UI, event portals. 4. Quest Planner: Responsible for the logical design and flow of main and side quests. 5. Level Planner: Mainly responsible for building the narrative platform (product design), creating engaging interactions, etc. II. Core Responsibilities of Level Planning Building the Narrative Platform (Product Structure Design) 1. Use whiteboards and self-made processes to communicate to teammates what kind of scene content the level planner wants, e.g., reverse design of the mission scene for Jiyan Companion Quests dungeon. 2. Make good use of existing in-game mechanics and engine tools (such as UE Blueprints) to implement gameplay prototypes. Only through multiple iterations and feedback can a satisfying outcome be achieved — e.g., using flower seeds to connect paths in Camellya Companion Quests dungeon. 3. Use scripting tools to support smooth and exciting level flow — e.g., 1.3 Black Shores skiing segment. III. Open World Level Design - Example Regions: mt firmament, Black Shores, Nimbus Sanctum, Avinoleum Pioneers of Scene Pipeline Level planners mainly handle the following in massive open-world design tasks: 1. Provide basic map size, terrain structure, main roads, and points of interest (including main quest locations) 2. Propose and lead the design of core gameplay features, such as time reversal, Tethys portals, gliding, gravity inversion, etc. 3. Use top-down maps, whiteboxes, and even self-made models to push scene artists (2D, 3D, lighting) into action For example, the “first look” view — open-world level planners must emphasize its design and guide artists to focus accordingly. IV. Growth Path of a Level Planner Creative Master - Beginner Level Designer: Familiar with the game and development environment, capable of handling simple design work and basic configurations. Example: Completing an interactive mechanism “Chronosorter” in Mt. Firmament from version 1.1 / Placing wild monsters in Mt. Firmament. Senior Level Designer: Capable of completing full level content under the team lead’s guidance. Example: Designing the scene flow of version 2.0 Exploration quest “Where Wind Returns to Celestial Realms” under guidance. - Veteran Level Designer: Able to independently handle full level flow, area or area-themed gameplay design, and proactively push downstream execution efficiently. Example: Independently designing the themed gameplay “Tethys Portal” in version 1.3, and following through with visual performance so other level teammates can configure it smoothly. ➥Extension — Version Level Owner: Leads the level team to accomplish set design goals, guides new team members, coordinates with other departments, and ensures high-quality implementation. Example: Planning the map design of version 2.2 Avinoleum, coordinating cooperation between level planners and other departments. - Creative Master: Able to lead the team in creating level content that exceeds market expectations. Key Point: Able to repeatedly do the above! Examples: — Chief planner and owner of mt firmament and Time Reversal gameplay in version 1.1 — Chief planner and owner of Black Shores map and Tethys Portal in version 1.3 — Chief planner and owner of Flight gameplay in Rinascita in version 2.0 V. Q&A Q: At the end of version 1.0, exploration felt tedious and repetitive. Although version 2.0 introduced some fresh ideas, it’s hard to see how future updates can keep innovating without falling back into the same monotony. A: Everyone already recognized that issue in 1.0, which is why we iterated heavily in 2.0. The goal is simple — to get every planner thinking. We look at everyone's interesting ideas or even creative mechanics from other games that we can integrate. These will definitely feel refreshing, so please stay tuned — it will happen for sure. Q: Older maps felt darker in tone, BGM was monotonous, and overall gameplay was dull. While Rinascita was a major improvement, it felt fragmented, as if each person built something pretty in isolation. It’s hard to describe the region with a unified theme. A: That’s true — it was indeed pieced together by many people. The disjointed feeling came from insufficient communication. We’re aware of the issue and will solve it in version 3.0 or even later versions in the 2.x series. Once there’s a clear theme, the sense of disjointedness won’t be as strong. Q: How do planners decide what kind of map to make? What’s the workflow? A: Narrative, level, quest, and programming planners all sit down together to discuss what we want to make. Everyone shares ideas one by one, and we consolidate them based on data. Q: I’m a veteran of Wuthering Waves and Punishing Gray Raven. I think the four-person team setup, stationary dialogues, map, art, tech, and story are all great. Before Wuthering Waves came out, I used to play a competitor title — Genshin... (includes critical feedback) A: During development, we didn’t aim to compete directly. Comparisons don’t help us create anything better. We’re focused on what we can do and what we’re good at. Q: For the anniversary event, it seems like there was a disconnect between the company’s and players’ expectations. A: Yes, version 2.3 didn’t do well. We’ve already apologized — it was an issue. For the next anniversary, we’ll take it more seriously. Operations is aware of the problem. We’re learning and growing with each mistake. Everyone encounters problems, but we accept them and improve. That’s the best feedback we can give our players. #punishinggrayraven #WutheringWaves

Narushio

226,844 просмотров • 1 год назад

Unix is closing the year strong with the best of web3 gaming under one roof, $UNIX achieving a 500% performance increase in just 30 days. 🔺 Game League, powered by Avalanche • The largest web3 tournament to date • $1,000,000 in prizes • 50 million impressions • 53,000 quests completed • 100 Games participated • 12,600 active users • 1,500 average participants 🔸 powered by andres gomez • 25,000 new user sign ups • Activated 80+ gaming (and web3 gaming) creators • 60 new partnerships • Custom Owned Fortnite map "Neo Tokyo" is live • High-rig UE5 Merc NFT for brand IP expansion • AWS activated partnership Alpha: Project "W" has successfully completed all smart contract audits, confirmed its launching dates, and is ready to make a significant impact in web3 gaming. Phase 1 is almost completed, with a few updates still expected in December, including lootbox distribution, Merc reveal, token migration, and the start of recruiting teams. None of this would have been possible without an awesome, hardworking team. A big shoutout to , SpikeReacts_, Mat, iceyyy, 'Stache, a dom, MaddoxMakes l DreamTestLabs, Owned content creators and everyone working behind the scenes. And a special thanks to our biggest believer, Avalanche🔺 | Gaming on Avax The launch of Owned and #GameLeague couldn't have come at a better time, kicking off amid the gaming bull market. All the hard work has paid off for the teams who have consistently thrived during the bear market. It's worth highlighting the tremendous efforts and hard work put into conquering web3 on hardcore mode with 15 games and 80 game partners, despite the barriers present in web3, such as chains, wallets, and UA. Hard work pays off, and $Unix will continue to be deeply integrated within the gaming space. We are more than proud to be the finest combo meal in web3 today and to welcome the top games in the space, especially those projects that excelled throughout the bear market: • SHRAPNEL » Play Now on Steam $Shrap • Parallel $PRIME • METALCORE | Let's #PlayMetalCore! • Big Time $Bigtime • Gala Games $GALA • Axie Infinity $AXS We'd like to extend our gratitude to DeQuest 👀 for the challenge of hosting 3,800 quests within one month. We also want to thank Igor Lenterman, Gabriel Leydon, and FreeNFT for their support. Our incredible creator lineup and community support from Darknight ♪ | darknighthimself.eth, , orangie, NEO TOKYO, ONI FORCE, and many more have made this journey even more special. We couldn't have asked for a better lineup and support, and we're super excited for the next Game League event.

Miroko · AnsemStrategy.com 🐂🀄️

24,397 просмотров • 2 лет назад

‼️🚨🔵PRESSER🔵🚨‼️ 🎙 Enzo Maresca’s Full Post-Everton Press Conference 🔹 Enzo Maresca on the win: “Was a very important win 🏆. Everton were in good form so it was important to win today’s game. We completely deserved to win the game.” 🔵💪🏽 🔹 Enzo Maresca on James playing three games in a week: “He’s asking for more 🔥. He’s getting better and better. It’s a good feeling for us. He’s an important player for us.” 💙 🔹 Enzo Maresca on Palmer scoring: “With Cole, we are a better team ⭐. I really praise the players and the squad because we’ve played 16 Premier League games — five of them without Moises Caicedo, 11 of them without Cole Palmer, almost all of them without Liam Delap. This squad has been doing fantastic 👏🏽. We have played almost the whole season without our best player. I am so happy for the players. People on the outside can appreciate that.” 🔵💫 🔹 Enzo Maresca on Tuchel here watching Palmer: “I don’t know 🤷🏽‍♂️, that’s a question for Thomas. He needs to be fit and if he’s fit, for sure he has a chance.” 👀⚽ 🔹 Enzo Maresca on Palmer fitness: “Hopefully we can keep him fit 🙏🏽 and then if he can help us in the future, or the international team, we’ll see.” 🌍 🔹 Enzo Maresca on Gusto impressing: “It’s the effort from the players. Reece and Malo are both full-backs but today they were midfielders ⚙️. With so many problems, the players are doing very well after a complicated week 😮‍💨. Since I joined the club, the last 48 hours have been the worst since I joined the club because many people didn’t support us.” 😔 🔹 Enzo Maresca on the ‘last 48 hours’ comment: “Worst 48 hours since I joined the club because people didn’t support me or the team in general. I love the fans ❤️ and we are very happy with the fans.” 🔵🙌🏽 #CFC | #Chelsea | #CHEEVE | #Interviews 📲 CFC_ChelseaFC via Telegram 📹 MightyBluesNews via Youtube

Miki Djan

28,481 просмотров • 7 месяцев назад

✨ The Sips Experience: The Rebrand ✨ The wait is over. Welcome to this episode of Sips Experience : where sensuality, healing, and purpose finally come together as one. In this powerful launch, I share the full birth story of Sips Media: the moment Siren Studios’ bold, unapologetic sensuality merged with the deep healing work of Self Love Circle. No more separating the sacred from the sexy. We’re integrating it all. 🐍 We explore the ancient serpent as a symbol of both seduction and wisdom: shedding old skins, rising renewed. I guide you through a somatic breathwork practice to reconnect your heart and erotic center. And I introduce the three pillars of Sips: Wisdom • Pleasure • Purpose. Plus, practical rituals you can start today: ☀️ The Morning Sip Ritual 💋 Pleasure without performance This is your invitation to live fully expressed : sensual, healed, and deeply purposeful. If you’ve ever felt like you had to choose between being spiritual or sexual… this episode is for you. Follow Sips Media everywhere: 📸 Instagram: YouClick Media 🎵 TikTok: G S.media 𝕏 X: G Sxmedia ▶️ YouTube: SIPS Media (subscribe for every new episode!) ❤️ Patreon (Self Love Circle - A SIPS Experience): 🎧 Watch or listen now — link in bio / stories! What’s one thing you’re ready to integrate in your life right now? Drop it below 👇 #SipsExperience #SipsMedia #SensualHealing #Rebrand #EmbodiedLiving #PleasureAndPurpose #SomaticHealing #SelfLoveCircle #SirenStudios

Cylla Kavanaugh

14,082 просмотров • 1 месяц назад

To add meaning to the holiday season, every Christmas I help raise funds for Bread for the World through my traveling friends and network at Rick Steves' Europe. In these challenging days, the needs of those experiencing hunger and poverty are particularly great — and that means that the rewards of helping out right now are great, as well! I'd love to send you a special Christmas package when you make a $100 gift to Bread for the World at Last year, 6,000 travelers joined us. And this year, I'm hoping we'll do it again! When you send your gift of $100 or more, I’ll match it dollar-for-dollar (up to a total of $500,000) and send you my “Rick Steves' European Christmas” DVD, coffee-table book, and music CD. Or, as an alternative gift, you can select my “Rick Steves Art of Europe” DVD Set and a Rick Steves' Europe Planning Map — or you can request no gift at all. I'll happily pay for the cost of the gifts, as well as the shipping, so Bread for the World can put every penny of your donation to work, giving a voice to hungry people. And if you make your gift by Dec. 5, you'll get everything (along with our latest travel newsletter) in time for Christmas. Imagine, as an extended family of caring (and traveling) people, together we can empower Bread's work with $1,000,000! I believe hungry people need a strong and compassionate advocate like Bread for the World at the table when Congress addresses the current hunger crisis and decides how it will or will not respond. I see Bread for the World not as a charity but as a service. If we care about hunger, in my estimate, there's no better way to put our dollars to work. Bread transforms our concern about hunger into effective action by smartly — and doggedly — going into the halls of government and speaking up for hungry people in our country and around the world. In my travels to Ethiopia and Guatemala, I saw firsthand the powerful role Bread for the World has played in mobilizing our government to help communities through investments in smart development aid. I was inspired by the many people I met who, thanks to this aid, were finding innovative ways to work hard and move their families and communities out of poverty. Since the pandemic, soaring global food prices, inflation, warfare, and record-long droughts have increased hunger and hardship for millions both at home and abroad, making Bread's work even more urgent and even more impactful. So, here's my challenge to you this Christmas: Help Bread for the World with your gift of $100 or more. I'll match your gift dollar-for-dollar (up to a total of $500,000), and you'll receive your choice of a thank-you gift: By the way, for every dollar Bread for the World raises, it leverages $100 in assistance and funding that’s vital to hungry and poor people in our country and abroad. (That’s the great thing about advocacy — our government wants to do the right thing, when properly encouraged.) Imagine, if we hit our $1,000,000 target, together, we'll help generate 100 million dollars of life-giving, hope-instilling funding!

Rick Steves

14,737 просмотров • 8 месяцев назад

History is made: Fine structure mystery solved? /🧵 UPDATE: My model may have solved an outstanding question in physics: the origin of the fine structure constant. I found a robust source and it works even with some tuning within -3% to 7% over a massive range of non-linear fields. What is the fine structure constant? Watch the video below and you'll find out. Essentially its a mysterious constant that occurs in atomic and subatomic physics that has no unit. Countless people have tried to find a reason for it, and most have turned to numerology. I did something that only could work in this age of LLMs and someone who is a motivated expert in the field. Did a massive paper search, found the material in 10 minutes, aligned everything, then had it double check for me. Note that I wasn't looking for it. It occurred to me by accident when I was developing my bilinear principle of electromagnetic interaction. Within an hour, I had a value for it. My idea was simple: apply my non-linear soliton model to the electron in a way that makes my current x current interaction make sense not just at the atomic level but the subatomic level. Look at E = mc^2. It's the same as E = (sqrt(m) c)(sqrt(m) c). If sqrt(m) could be scaled to a charge, then you could interpret it as two scaled currents multiplying against each other. This is almost identical to the equation for the energy contained within an inductor L with a current I running through it: E = 0.5 L I^2. So far, sketchy right? Here's the thing, vortexes are solitons and they can exist in superfluids -- they even have quantised "Noether charge". They acquire a mass from their vorticity, have an energy associated with them and can move at any speed inside the medium with a different speed. Exactly like electrons! So my idea was to map the electron exactly to these vortices. If I could predict the mass of the electron, I could actually finally connect mass to electromagentism properly (Planck's argument is elegant but indirect). I used dimensional analysis to do this. It took a few tries to get it right and I had it checked by 10 different instances of the highest powered LLMs. With this first order approximation I got within 1/4th of the mass. It was almost exactly 1/4th... so I realised, I had to use a double cover to make it like SU(2). After another half an hour of research, I felt confident in using something like Dirac's scissor to do it. A kind of knot within the electron. It got me within 1.2% of the mass of the electron... but there was a problem, the mass of the electron occurred on the other side of the equation. I cringed at myself. Such an amateur mistake, I thought. But the LLM (Opus 4.5) actually corrected me and told me I had just accidentally derived the fine structure constant. Why? Because the mass terms cancelled out, or if one prefers, leave behind a correction ratio. Set that correction ratio and you get a function that implicitly defines the fine structure constant through two "parameters": 1. The actual geometry of the soliton/vortex. 2. The non-linearity of the medium and how it changed the vortex core. I went back and found an equation from friggin' Lord Kelvin, derived in the Victorian era. I then found an analysis from 1970 on the Non-linear Schrodinger Equation (NLSE) applied to exactly this domain but for a larger scale soliton in superfluids -- it didn't matter though because a superfluid and the medium of space are scale free as I had proven in the superconduction part of my paper. In any case plugging these two approximation in got me within 1.2% of the fine structure constant by solving the following implicit equation: 1 = 8 * pi * alpha (Log_e(8/alpha) - alpha_core) Where alpha_core is 1.615 in the NLSE. The most incredible thing? It was a ROBUST value for thin ring vortices. Even if you adjusted the alpha_core from 1.5-2, the values for the fine structure constant only changed between -3% to +7%. I cannot emphasise how incredible this result is -- it means that the actual non-linear equation and the other candidate geometries that reproduce SU(2) can actually get the exact value of the fine structure constant. I don't know of anyone who even approached this problem in this way without making ansatz or postulates. I'm still checking through the math in disbelief. If it's wrong it's going to be beautifully wrong. All LLMs I've ran it through agree with the math, just not the foundations which is expected due to their QED bias. This will be in chapter 11 of my paper. I've already sketched out the full derivation. This SIGNIFICANTLY strengthens an already game changing paper. I promise it'll be the last discovery I include and thank you for your patience. I wrote this full update out because of the significance of this development. Details will be in the paper, even if there was a mistake (it'll be shuffled on its own into the appendix -- but I really hope it all checks out). 💝🥰 /End

Korobochka (コロボ) 🇦🇺✝️🇷🇺

47,180 просмотров • 7 месяцев назад

🔥A Resident Evil 3 Remake mod bringing back the original game is gaining attention — here’s what we learned. Resident Evil 3: Last Escape isn’t just another gameplay or difficulty mod. Its creator aims to transform Resident Evil 3 Remake into a much more faithful recreation of the original game. 👀The story behind the project is just as interesting. The creator isn’t a game developer, he’s a professional chef. Like many Resident Evil fans, he was disappointed by the remake’s short length and how much content from the 1999 original was left out. That disappointment inspired him to begin learning how to mod the game. He spent nearly a year and a half studying tutorials, documentation, and forum guides before finally starting work on the project. He understood that another Resident Evil 3 Remake was unlikely to happen within his lifetime, so instead of waiting for something that would probably never come, he decided to build his own vision. ❗️What makes Resident Evil 3: Last Escape stand out is the sheer scale of the project. The mod is expected to expand Resident Evil 3 Remake by more than 60%, largely through new playable locations. During development, the creator learned how to import virtually any location from any RE Engine game and make it fully functional with lighting, collision, doors, locks, items, resources, puzzles, enemies, and music. The project will also introduce new Nemesis encounters and boss fights, redesigned item placement and progression, brand-new puzzles and gameplay mechanics, and a reworked crafting system featuring multiple new gunpowder types. Everything has already been successfully implemented and confirmed to work reliably. 🧐He also learned how to create completely original locations that don’t exist in any RE Engine title. This will allow him to recreate several streets from the original Resident Evil 3 by transforming its classic pre-rendered backgrounds into fully explorable 3D environments. Everything described above has already been tested and confirmed to work. The long-term goal is to restore much of the original game's storyline through new cutscenes recreating events from Resident Evil 3 (1999). Confirmed additions include the fully playable Uptown, Clock Tower, Park, Cemetery, Dead Factory, and R.P.D., along with a working Ink Ribbon save system and other content cut from the remake. 👍One detail many fans will appreciate is that Resident Evil 3: Last Escape is planned to be released completely free of charge. The growing interest in the project once again shows how many fans remain dissatisfied with Resident Evil 3 Remake. Each new YouTube update draws thousands of views, while the comments are filled with fans supporting the creator and praising the project's vision. ❤️For many fans, it remains their favorite game in the series, and they continue to hope that one day it will receive the faithful, ambitious remake they believe it deserves. If Resident Evil 3 Remake were ever given a more faithful and ambitious reimagining on the level of Resident Evil 2 and Resident Evil 4, many players would likely be happy to buy it again. The next major development update is expected in about a week, with a new YouTube video showcasing the project's latest progress.

RENEWS

584,117 просмотров • 8 дней назад